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Props for Montezuma, a TF2 map

Hey guys I'll be creating some props and posting them here for crits.

The first one is this Tiki torch:

002-Torch.jpg


Next comes the "payload". As this is a push ctf map the intel will be replaced by a bomb. Since it's the Blu team that's attacking I'll make it more industrial-looking, but here is the concept (done by another artist):
Payload.gif

Replies

  • Mark Dygert
    Aww cool! Can't wait to see more =)

    One thing to think about is the end file size, which determines a maps popularity in a big way. The torch looks cool and pretty high res. It's probably ok to work at a higher res but release a smaller version but keep in mind that a big part of TF2 is the broad sweeping brush strokes you see from a distance not really the up close fine little details.

    The model looks pretty high res too, which could cause performance issues if there are a lot of these around. I guess you could aggressively LOD them but then that can have a hit on preformance too as well as chunk up the file size?

    MOAR! PLS!
  • Arhurt
    Thanks Vig! HJere's the LoD setup right now:

    Lods.gif

    I it isn't too bad. Unfortunately I unwrapped it in a way to preserve the maximum texture space, and I was left with some polys that I just can't ged rid of in the pole.
  • oobersli
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    oobersli polycounter lvl 17
    could you maybe show the texture so we could get an idea of how you laid out the uv's?
  • Arhurt
    Sure no problem, but I guess I was just tired when creating those LoDs, at a second take, well, let the stats tell the story...

    Lods2.gif

    TorchUVW.jpg
    I know it's not a neat UVW, but I have very little time and still a bunch of props on the list, so I'm calling this one done for now :)
  • spetch
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    spetch polycounter lvl 11
    Pretty cool man, I wanna see this as a melee weapon. Maybe a substitute for the Pyros flamethrower. I agree with Vig about the larger brush strokes and details. The ringed design could be larger and less defined. You could probably put the entire texture on a 128x512 or smaller and it would still hold up.
  • Arhurt
    spetch wrote: »
    You could probably put the entire texture on a 128x512 or smaller and it would still hold up.

    Thanks man, I'll look into it, but I think source engine only works with square texture maps, it's a 512x512 now with a 128x128 grayscale specular and 128x128 normal map.
  • Snader
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    Snader polycounter lvl 15
    what i don't understand is why you have 3 nigh-identical pieces of texture. i think you could easily get away wit overlaying,maybe slightly offsetting the bamboo stick part.

    anyway good luck with the other props
  • Arhurt
    Snader wrote: »
    what i don't understand is why you have 3 nigh-identical pieces of texture. i think you could easily get away wit overlaying,maybe slightly offsetting the bamboo stick part.

    anyway good luck with the other props

    Duh, you're right
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